********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of Trivial Pursuit Converted to etext by Neil Tomlinson. ********* TRIVIAL PURSUIT --------------- LOADING ------- 64K - Hold down SHIFT key and press RUN/STOP key, then start tape. 128K - Switch computer off, hold down 'C=' key and switch computer back on, follow instructions for CBM 64 as above. Additional Loading Instructions ------------------------------- If you wish to load any additional questions, these are located on side two of the games cassette. When prompted to insert question cassette, rewind games cassette to the start of side two and press play. Follow all on screen instructions regarding 'additional questions', using side two when prompted for the question cassette. Due to large number of questions on side two, it may take several minutes to load the new questions you wish to use. NOTE: Ensure that the data recorder is always in the play position. It is also advised that you make a note of the tape counter reading for each question block. OBJECT OF THE GAME ------------------ The winner is the player who first returns to the central hub and correctly answers a question in a category chosen by the other players. Before attempting a game winning question, a player must land in each of the six category headquarters and correctly answer a question. HOW TO PLAY TRIVIAL PURSUIT --------------------------- The order of play is determined by the order of names typed in before starting the game. Players "throw the dart" to choose a random number (this replaces the use of dice) and starting from the central hub they move their token to whichever spaces are highlighted on the board. (You will notice that the subject categories below are highlighted in accordance with the colour code to help your choose the preferred square). When the token lands on a square, the player is then asked a question in that particular category. If the player answers correctly their turn continues. If the answer is wrong the turn moves to the next person in the list. When the player is in a category headquarters (at the end of the spoke) and answers correctly they are given the appropriately coloured scoring "wedge" which is entered in the playing "token". If the player lands on one of the grey "throw again" spaces, then a further throw is given. If a token lands on the hub before it's full of wedges, then the player may choose any category of question. This is done by moving the joystick and highlighting the subjects below. Once a player has their token full of six wedges, they make their way towards the central hub, and must land exactly on the hub. Once there, the other players choose the category of question to be answered, and to win, this question must be answered correctly. START OF PLAY ------------- The first thing to do is type in each players name, you can have 1-6 players. Now press ENTER/RETURN without entering a name and the "Highlight" will move to "New Game" on the menu. At this point you have a number of options. You can edit names (if you've made a mistake or someone joins, leaves or wishes to continue the game), set a time allowance for answering questions (between 5 seconds and 9 minutes), and decide whether or not to include "TP" (the title chap who is the Question Master) within the game. Sound effects can be turned on and off (this won't affect music questions), you can load automatically a new block of questions and importantly, check the performance of each player on the score screen. These can be chosen by moving the highlight bar up or down and then pressing the fire button. Once you have decided on your options simply highlight the "New Game" choice on the menu and press fire to enter the game. You will find yourself on the board screen with TP (if he is awake) waiting for you. From here onwards movement through the game is controlled by the joystick or keys. To move on in the game you have only to press the button. At several points in the game you are asked to make choices. Just move the joystick or press the keys in the required direction and press fire to continue. REMEMBER: If nothing appears to be happening just press the fire button to continue on to the next stage. QUESTIONS --------- Whether "TP" asks you a text, music or graphic question there is no need to type in the answer. Simply say your answer out loud and press the fire button to see if you were correct. Just as in the board game, it is up to all the players to decide whether the answer is near enough. CONTROLS -------- JOYSTICK Joystick in port 1 or 2 Cursor keys to move Space bar to fire "Option" key to change Options, names etc. KEYBOARD F1 key = Up F7 key = Down Left half of board = Left Right half of board = Right Place cursor keys on 128 in 64 mode Space Bar = Fire SPECIAL FEATURE --------------- One feature of the computer game that does not appear in the board game is the Score Chart. Before throwing a dart you can return to the option menu and by choosing "Score Chart" you can find out how you are doing. When it gets to the point that one of the players has arrived at the centre hub you can, by pressing the option key, see their analysis chart and pick their worst subject for them to answer! ONE PLAYER MODE --------------- If you enter only one name into the list at the beginning you are automatically in the one player mode. You must answer the questions as quickly as you can (no cheating now, TP will be watching you!) and try to complete the game. The computer will time you and keep a record of your answers. At the end you will be given a score based on your performance. We have left it up to you whether or not you are entirely truthful while playing the game but remember, cheats never prosper!!! TRIVIAL PURSUIT is a Trade Mark owned and licensed by Horn Abbot International Ltd. The Hit Squad, P.O. Box 350, Manchester. M60 2LX